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flexwiz, Newbie
Posted: 16 July 2014 02:51 PM Total Posts: 14
Hi,
I need to be able to fade in/out meshes within a container without changing the material.
I’m surprised this feature is missing in such a mature engine.
I believe his is simple enough, and I remember I had no problem achieving that with plain OpenGL.
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flexwiz, Newbie
Posted: 24 July 2014 08:48 PM Total Posts: 14
[ # 1 ]
BTW, can anybody recommend a workaround for that?
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mrpinc, Sr. Member
Posted: 29 July 2014 09:02 PM Total Posts: 119
[ # 2 ]
You don’t need to change the material, the material has its own alpha property. A mesh is just a collection of verts. It’s the material you actually see, so it’s the material that needs to fade in and out.
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flexwiz, Newbie
Posted: 30 July 2014 01:31 AM Total Posts: 14
[ # 3 ]
Yes, but in my game scene I have multiple objects (meshes) all sharing the same material (TextureMaterial with a specific texture). If I change the material’s alpha, all of them will be affected.
I need to fade one specific mesh without affecting the others.
Can it be done?
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mrpinc, Sr. Member
Posted: 30 July 2014 12:58 PM Total Posts: 119
[ # 4 ]
The only way to do that is to have a separate material.
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flexwiz, Newbie
Posted: 30 July 2014 02:43 PM Total Posts: 14
[ # 5 ]
My point exactly.
Practically, materials are often shared between many meshes/instances - that is why we need that feature.
It is trivial in other engines (like Unity3D) that manage the states based on the scene graph - mesh groups can have properties that are applied to the vertices, such as alpha and UV coordinates.
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redcoffe, Newbie
Posted: 01 December 2014 10:32 AM Total Posts: 3
[ # 6 ]
mesh groups can have properties that are applied to the vertices, such as alpha and UV coordinates.
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